Interview With Miralupa

Moving from Chromian Wars’ multiplayer mode to its campaign mode: does basing the game on AR technology introduce new challenges in the design of a single-player experience, compared to games where all environments are aesthetically pre-set and defined by the developer?

Elie: It certainly forces one to rethink the whole approach to level design, as you are limited to a relatively confined space, i.e., the playing surface right in front of you. You pretty much need to have a minimalist approach and try to define the playing space with a just few key objects. You also need to always keep in mind the player can move the camera pretty much wherever he or she wants. It helps to have a tabletop game approach if you really want to take advantage of this particular point of view.

Does the AR element introduce any technical challenges when it comes to the game’s memory management or its draw on the iDevice’s battery power? Have you found AR easier to implement on certain mobile devices, and harder to implement on others for technical reasons?

Mathieu: As cutting-edge technology, the AR module demands (and thus drains) a significant amount of CPU power. We’re obviously trying to reduce this as much as possible, but the mix of Augmented Reality, real-time 3D graphics, physics-based tanks and WiFi multiplayer does take its toll on battery life. This also means the game requires the more recent phones/tablet devices in order to have a good AR experience, such as an iPhone 4, 4th generation iPod Touch or iPad 2.

Elie: The game does drain the battery a bit in AR mode, however the actual games are designed to be short, which helps a little!

Serge: We’ve made sure the AR module is off on older iPhone models by default. As Elie noted above, the game is still fun to play even without the AR, something we insisted on from the very beginning. It’s important for us not to discriminate against older phones, all while being ready for the next generation of devices.

What will Chromian Wars’ controls be like — how does the player move around in the game, and what capabilities does the player have at his or her disposal? And would you describe the game as a Real-Time Strategy experience, or belonging to another genre entirely?

Elie: The game does have some “light” RTS elements to it. You control each unit individually by touching them, then either tapping at an empty space in the environment to move there, or on an enemy/target to attack it. Players will be also able to use a non-persistent on-screen joystick and fire button if they want more direct control of a unit.

Serge: Players have a small selection of units, weapons and power-ups at their disposal, each with their own unique advantages. We’ll quickly grow this selection over the coming months, allowing players to unlock and/or purchase new content as it becomes available.

And finally, let’s recap which devices Chromian Wars will be available on – iPhone and iPod Touch, iPad, and Android? Any other versions in the works?

Mathieu: The game’s first release will be on iOS devices, i.e., iPhone, iPod Touch and iPad, with an Android version coming soon after. Note that the game will be fully cross-platform, with iPhone and Android players able to play with (or rather, against) one another.

Serge: We are looking at other platforms, including Windows Phone and portable consoles, though the latter require a larger investment in both time and money. Non-AR versions are also being considered, including a Web demo which we might release at the same time as the iPhone version to generate some buzz.

Super thanks goes to Serge Landry for facilitating this interview, and to the entire team for being audacious technology pioneers! While you’re waiting for Chromian Wars to hit the App Store, check out Miralupa’s site, Facebook page, Twitter feed, and some concept art they lent us along with the interview!